Eh. Still not the greatest fan of texturing. I’ve think I’ve learned what “needs” to be textured and what I can get away with as “solid material colors” for future projects. Did some more work on the front of the saber.
Worked on the “grip” part today. I’m not very good at creating textures from scratch, so why should I? I’m a modder! So I took a few base textures, photoshopped them, and edit it till it looks awesome! Used a lot of photoshop techniques for this guy.
Added some minor 3D details. Cleaned up some tris. Probably will UV next. UV is usually dull for me. 😦 This time I’ll try to find enjoyment in the process.
I’ve been posting most of my WIP to twitter and facebook, but I’m going to also start posting here too.
Should be up on the workshop soon.
What do you think?
Nice informative article that uses simple terms, useful metaphors, and eye catching visuals to describe the complected topic of BSP trees and VIS leaves that make modern 3D first person shooters possible. If you are interested in the topics, then this is a definite read. Read time is about 5 minutes.
I published a squeaky inflatable mallet to the L4D2 workshop. Check it out! If you enjoy it, then give it the ol’ thumbs up!
Getting closer to finally putting up a solid version of the lightsaber melee mod for the Star Wars L4D2 project I’ve been working on. Been working on sounds this past week. Seems like its always a struggle just to find how to do something. R&D has been the longest part of this project. But slow progress is still progress!
I finally got a chance to read Part Two of leplubodeslapin‘s Source Lighting Technical Analysis series over on MapCore. This one focused more on model lighting in your maps for Source Engine. Might be worth the quick read if you are interested. The article isn’t that long.
Bobby Ross, who has a profile picture referencing one of my favorite painters of all time, was a World Builder on Firefall and a World Designer on Star Wars: The Old Republic. He currently keeps a blog teaching Level Art & Design through infographics. He recently wrote and published an article about Multiplayer Level Design on Gamasutra. Its definitely worth the read. It’s a pretty legit serving of awesome sauce.
Check it out now: Bobby Ross’s guide to multiplayer level design